AT43Cards Karman v2.1

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Another game aid by Universal Head The Esoteric Order of Gamers www.orderofgamers.com Tabletop game rules summaries, foamcore box plans, articles, interviews, reviews and lots more at www.orderofgamers.com @EOGamers gplus.to/EOGamers facebook.com/EOGamers EsotericOrderGamers Universal Head. Design That Works. www.universalhead.com These sheets are intended only for the personal use of existing owners of the game for additional reference. Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use. Game: AT-43 Publisher: Rackham Entertainment (2006) Karman unit cards v1 initial release v1.1 Trikes updated, Venerable and Saint stats corrected v1.2 Heroes updated with info on which units they can lead v1.3 K-Burner Mentor and Yeti units errors fixed. v1.4 updated K-Burner pics; fixed Arceo card. Easy and Thunder Trike cards fixed. v2 Added support teams v2.1 Incorrect name and symbol on Kongaroo card fixed v2.1 Jul 2014 Print on card (ensure you are printing at 100% scale) laminate and trim to size.

description

The unit cards for AT43's Karman faction. Space gorillas!

Transcript of AT43Cards Karman v2.1

Another game aid by Universal Head

The Esoteric Order of Gamerswww.orderofgamers.com

Tabletop game rules summaries, foamcore box plans, articles, interviews, reviews and lots more at www.orderofgamers.com

@EOGamers gplus.to/EOGamers facebook.com/EOGamers EsotericOrderGamers

Universal Head. Design That Works. www.universalhead.com

These sheets are intended only for the personal use of existing owners of the game for additional reference. Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.

Game: AT-43

Publisher: Rackham Entertainment (2006)

Karman unit cards v1 initial releasev1.1 Trikes updated, Venerable and Saint stats correctedv1.2 Heroes updated with info on which units they can leadv1.3 K-Burner Mentor and Yeti units errors fixed.v1.4 updated K-Burner pics; fixed Arceo card. Easy and Thunder Trike cards fixed.v2 Added support teamsv2.1 Incorrect name and symbol on Kongaroo card fixed

v2.1Jul 2014

Print on card (ensure you are printing at 100% scale) laminate and trim to size.

STANDARD ORGANIZATIONKARMAN

PLATOON PATTERNLIBRA

PLATOON PATTERNNOVA

PLATOON PATTERNFLUX

PLATOON PATTERNARCEO

Platoon Pattern

Infantry unit () !

Infantry unit ()

Infantry unit ( / /)

AFV unit ()

AFV unit ( / /) or infantry unit ()

General Notes

An Officer replaces a standard fighter; his cost is added.

All the Special Weapon Bearers in a unit must carry the same weapon.

Each Specialist replaces a standard fighter for free.

Extra Fighters:

- cost of each fighter added to the standard number without exceeding the maximum number

– cost of each fighter to exceed the maximum number when there is an officer in the unit. Officer’s numbers bonus is the most that can be added.

– a unit must be at its maximum number of fighters in order to have more than one special weapon bearer.

Advantage

At the end of his unit’s activation, each medic can bring back into the game a soldier of his unit who was eliminated.

Disadvantage

All Karman units must include an officer.

Platoon Pattern

Infantry unit () !

Infantry unit ()

Infantry unit ( / /)

Infantry unit ( / /)

AFV unit ( / /) or soldier unit ()

Advantage

Each time your opponent spends leadership points, you can spend an equal number to cancel the effect he wishes to activate.

Disadvantage

The choice of who goes first is always left to the opponent. When there are several Nova companies, the players need to agree on who begins.

Platoon Pattern

Infantry unit () !

Infantry unit ()

Infantry unit () or vehicle ()

AFV unit ()

AFV unit ()

Advantage

Flux AFVs can control objectives.

Disadvantage

After company building, your highest ranking officer must be the officer of an AFV unit.

Platoon Pattern

Infantry unit () !

Infantry unit ( /)

Infantry unit ( /) or vehicle unit ( /)

AFV unit ( /)

AFV unit ( / /)

Advantage

AFVs may be given the Take Cover! combat drill like infantry.

Disadvantage

The maximum number of fighters in Type 1 and 2 infantry units is reduced by 1, with no change to the AP value. However, the player may pay the cost of an extra fighter to reach the original number.

Platoon Pattern

Infantry unit () !

Infantry unit ( /)

Infantry unit ( / /) or AFV unit ( /)

AFV unit ( /)

AFV unit ( /)

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CORNELIUSVENERABLE

Standard Ranged

Super J-Grip 1 8 1/0 - 10/2

Super J-Grip 2 8 1/0 - 10/2

Standard Ranged

Jammer pistol 3 2/0 - 4+/1 Jammer

Standard Ranged

Jammer pistol 3 2/0 - 4+/1 Jammer

Grenades 0 1/0 1 5/1 Indirect fire

Standard Ranged

ZZ-Rifles 1 5 4/0 - 6/1

ZZ-Rifles 2 5 4/0 - 6/1

Standard Ranged

ZZ-Rifles 1 5 4/0 - 6/1

ZZ-Rifles 2 5 4/0 - 6/1

Grenades 0 1/0 1 5/1 Indirect fire

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ANUMAN SAINT

ANUMAN SAINT

Equipment & Abilities

Concentrate Fire! Cornelius gives this ability to all the Wendigo units on his side.

The player can re-roll all of the unit’s failed damage tests once more. Announce the use of this ability before the shooting by shouting Concentrate Fire!

Equipment & Abilities

Concentrate Fire! Cornelius gives this ability to all the Wendigo units on his side.

The player can re-roll all of the unit’s failed damage tests once more. Announce the use of this ability before the shooting by shouting Concentrate Fire!

Equipment & Abilities

Super J GripsWhen used against AFVs, considered to be jammers. The player may choose to use the natural of the J-grips.

Jammer Can only target AFVs. The minimum result needed for the damage test is always 3+.

Equipment & Abilities

Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.

Nova Jammer When a unit from Anuman’s company eliminates an AFV using a Jammer weapon, the AFV is now controlled by Anuman’s company in the state it was in before its last damage test. Only one enemy AFV can be controlled at a time. Heroic pilot’s AFVs are immune.

Jammer Can only target AFVs. The minimum result needed for the damage test is always 3+.

Equipment & Abilities

Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.

Vehicle Variable altitude, limited shooting arc (180º front or back for each pair of weapons).

Heroic Pilot

For other Anuman equipment and abilities, see his card.

Equipment & Abilities

Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.

Nova Jammer When a unit from Anuman’s company eliminates an AFV using a Jammer weapon, the AFV is now controlled by Anuman’s company in the state it was in before its last damage test. Only one enemy AFV can be controlled at a time. Heroic pilot’s AFVs are immune.

Jammer Can only target AFVs. The minimum result needed for the damage test is always 3+.

Standard Ranged

Lt. ZZ-Cannon 1 8 2/1 - 15/1 Lt. ZZ-Cannon 2 8 2/1 - 15/1 Lt. ZZ-Cannon 3 8 2/1 - 15/1 Lt. ZZ-Cannon 4 8 2/1 - 15/1

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CORNELIUSVENERABLE

ANUMANABOARD ‘JINDO-UN’

SAINT

90 OFFICER OF ANY TYPE 1 SOLDIER UNIT 135 OFFICER OF ANY TYPE 1 SOLDIER UNIT

140 OFFICER OF ANY TYPE 1 SOLDIER UNIT

155 OFFICER OF ANY WENDIGO UNIT

160 OFFICER OF ANY WENDIGO UNIT 645 SOLO AFV UNIT

18

18

10

10

6

6

6

6

4

4

4

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2

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25 12 12 6

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LUCIUSGURU

Standard Ranged

Drum gun 1 3 4/0 - 8/1

Drum gun 2 3 4/0 - 8/1

Standard Ranged

Drum gun 1 3 4/0 - 8/1

Drum gun 2 3 4/0 - 8/1

Grenades 0 1/0 1 5/1 Indirect fire

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Equipment & Abilities

Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.

Guerilla Technique Lucius gives Stealth to his unit when it is behind cover and has the Take Cover! drill. Any shot (including locked shots) from beyond range 1 is an automatic failure.

Heroic Pilot

Equipment & Abilities

Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.

Guerilla Technique Lucius gives Stealth to his unit when it is behind cover and has the Take Cover! drill. Any shot (including locked shots) from beyond range 1 is an automatic failure.

Heroic Pilot

Equipment & Abilities

Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.

Vehicle Variable altitude, limited shooting arc (180º front or back for each pair of weapons).

Heroic Pilot

For other Lucius equipment and abilities, see his card.

Standard Ranged

Lt. Drum cannon 1 5 4/0 - 8/1 Lt. Drum cannon 2 5 4/0 - 8/1 Lt. ZZ-Cannon 1 8 2/1 - 15/1 Lt. ZZ-Cannon 2 8 2/1 - 15/1

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LUCIUSABOARD ‘DIAMOND’

GURU

485 SOLO AFV UNIT

140 OFFICER OF ANY TYPE 1 OR 2 INFANTRY UNIT

145 OFFICER OF ANY TYPE 1 OR 2 INFANTRY UNIT

1818 88 66 66

76 75 22

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43 32 213 1 -

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ANAKONGA SAINT

ANAKONGA VENERABLE

ANAKONGA GURU

ANAKONGA GUIDE

ANAKONGA MENTOR

Standard Ranged

Drum pistol 1 6/0 - 5/1

Close Combat

Power grip 6 1/0 - 10/1

Standard Ranged

Drum pistol 1 6/0 - 5/1

Close Combat

Power grip 6 1/0 - 10/1

Standard Ranged

Drum pistol 1 6/0 - 5/1

Close Combat

Power grip 6 1/0 - 10/1

Standard Ranged

Drum pistol 1 6/0 - 5/1

Close Combat

Power grip 6 1/0 - 10/1

Standard Ranged

Drum pistol 1 6/0 - 5/1

Close Combat

Power grip 6 1/0 - 10/1

Equipment & Abilities as per unit

Equipment & Abilities as per unit

Equipment & Abilities as per unitEquipment & Abilities as per unit

Equipment & Abilities as per unit

+10

+55

+15

+75

+30

1818 88 66 66

76 75 22

181818 888 666 666

43 32 213 1 -

KA

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KAPTAR SAINT

KAPTAR VENERABLE

KAPTAR GURU

KAPTAR GUIDE

KAPTAR MENTOR

Standard Ranged

ZZ rifles 4 4/0 - 6/1

Close Combat

Power grip 6 1/0 - 10/1

Standard Ranged

ZZ rifles 4 4/0 - 6/1

Close Combat

Power grip 6 1/0 - 10/1

Standard Ranged

ZZ rifles 4 4/0 - 6/1

Close Combat

Power grip 6 1/0 - 10/1

Standard Ranged

ZZ rifles 4 4/0 - 6/1

Close Combat

Power grip 6 1/0 - 10/1

Standard Ranged

ZZ rifles 4 4/0 - 6/1

Close Combat

Power grip 6 1/0 - 10/1

Equipment & Abilities as per unit

Equipment & Abilities as per unit

Equipment & Abilities as per unitEquipment & Abilities as per unit

Equipment & Abilities as per unit

+10

+55

+15

+75

+30

18 8 6 6 18 188 86 66 6

18 8 6 6 18 188 86 66 6

ANAKONGAS ANAKONGAS

ANAKONGAS

KAPTARS KAPTARS

KAPTARS

AN

AK

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Standard Ranged

Drum pistol 1 6/0 - 5/1

Close Combat

Power grip 6 1/0 - 10/1

AN

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ON

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RY

S

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RD

UN

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IGH

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0

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FIC

ER

4

Specialist

Mechanic Repair. At beginning or end of unit’s activation can repair a friendly AFV within 2.5cm. The AFV regains 1 SP in a chosen location. Destroyed parts may be repaired.

Specialist

Mechanic Repair. At beginning or end of unit’s activation can repair a friendly AFV within 2.5cm. The AFV regains 1 SP in a chosen location. Destroyed parts may be repaired.

Specialist

Mechanic Repair. At beginning or end of unit’s activation can repair a friendly AFV within 2.5cm. The AFV regains 1 SP in a chosen location. Destroyed parts may be repaired.

0-1 0-1 0-1

Equipment

Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment

Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment

Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.

Standard Ranged

Drum pistol 1 6/0 - 5/1

Close Combat

Power grip 6 1/0 - 10/1

Special Weapons

Drum gun 3 4/0 - 8/1

Standard Ranged

Drum pistol 1 6/0 - 5/1

Close Combat

Power grip 6 1/0 - 10/1

Special Weapons

Flamer [25] 1/0 4 9/1 Indirect fire Projection

22

Standard Ranged

ZZ rifles 4 4/0 - 6/1

Close Combat

Power grip 6 1/0 - 10/1

KA

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R IN

FAN

TR

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S

TAN

DA

RD

UN

IT

4 F

IGH

TE

RS

INC

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0

-1

SP

EC

IALI

ST

+ 0

-1

OF

FIC

ER

4

Specialist

Mechanic Repair. At beginning or end of unit’s activation can repair a friendly AFV within 2.5cm. The AFV regains 1 SP in a chosen location. Destroyed parts may be repaired.

0-1

KA

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Specialist

Mechanic Repair. At beginning or end of unit’s activation can repair a friendly AFV within 2.5cm. The AFV regains 1 SP in a chosen location. Destroyed parts may be repaired.

Specialist

Mechanic Repair. At beginning or end of unit’s activation can repair a friendly AFV within 2.5cm. The AFV regains 1 SP in a chosen location. Destroyed parts may be repaired.

0-1 0-1

Standard Ranged

ZZ rifles 4 4/0 - 6/1

Close Combat

Power grip 6 1/0 - 10/1

Special Weapons

ZZ-gun 6 2/1 - 15/1

Standard Ranged

ZZ rifles 4 4/0 - 6/1

Close Combat

Power grip 6 1/0 - 10/1

Special Weapons

Sniper gun 9 2/0 - 9/1 Sniper

2 2

STD 250 . 65/ MAX 500 . 65/ MAX 500 . 65/

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4 F

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TE

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2

50

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MAX 500 . 65/ MAX 500 . 65/

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5

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FIG

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65

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76 75 22

181818 999 777 777

43 32 213 1 -

YE

TI O

FF

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S A

STA

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AR

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YETI SAINT

YETI VENERABLE

YETI GURU

YETI GUIDE

YETI MENTOR

Standard Ranged

Jungle rifle 4 4/1 - 5/1

Close Combat

Power grip 7 1/0 - 10/1

Standard Ranged

Jungle rifle 4 4/1 - 5/1

Close Combat

Power grip 7 1/0 - 10/1

Standard Ranged

Jungle rifle 4 4/1 - 5/1

Close Combat

Power grip 7 1/0 - 10/1

Standard Ranged

Jungle rifle 4 4/1 - 5/1

Close Combat

Power grip 7 1/0 - 10/1

Standard Ranged

Jungle rifle 4 4/1 - 5/1

Close Combat

Power grip 7 1/0 - 10/1

Equipment & Abilities as per unit

Equipment & Abilities as per unit

Equipment & Abilities as per unitEquipment & Abilities as per unit

Equipment & Abilities as per unit

+10

+55

+15

+75

+30

1818 99 77 77

76 75 22

181818 999 777 777

43 32 213 1 -

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ND

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OF

FIC

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S

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FIC

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RE

PL

AC

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DA

RD

FIG

HT

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WENDIGO SAINT

WENDIGO VENERABLE

WENDIGO GURU

WENDIGO GUIDE

WENDIGO MENTOR

Standard Ranged

ZZ rifles 5 4/0 - 6/1 OR

Maser strike 5 2/0 1 4/1 Indirect fire

Standard Ranged

ZZ rifles 5 4/0 - 6/1 OR

Maser strike 5 2/0 1 4/1 Indirect fire

Standard Ranged

ZZ rifles 5 4/0 - 6/1 OR

Maser strike 5 2/0 1 4/1 Indirect fire

Standard Ranged

ZZ rifles 5 4/0 - 6/1 OR

Maser strike 5 2/0 1 4/1 Indirect fire

Standard Ranged

ZZ rifles 5 4/0 - 6/1 OR

Maser strike 5 2/0 1 4/1 Indirect fire

Equipment & Abilities as per unit

Equipment & Abilities as per unit

Equipment & Abilities as per unitEquipment & Abilities as per unit

Equipment & Abilities as per unit

+10

+55

+15

+75

+30

18 9 7 7 18 189 97 77 7

18 9 7 7 18 189 97 77 7

WENDIGOS WENDIGOS

WENDIGOS

YETI YETI

YETI

WE

ND

IGO

INFA

NT

RY

MA

XIM

UM

UN

IT

8 F

IGH

TE

RS

INC

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SP

EC

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AP

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S +

0-

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PE

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T +

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8 8

Standard Ranged

ZZ rifles 5 4/0 - 6/1 OR

Maser strike 5 2/0 1 4/1 Indirect fire

WE

ND

IGO

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NT

RY

STA

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NIT

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FIG

HT

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0-

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4

Specialist

Medic First Aid. Once per round save member of the unit. A medic cannot save himself. A medic who has taken damage points cannot use his ability for this salvo.

Announce the use of this ability by shouting Medic! right after the fighter is eliminated.

Specialist

Medic First Aid. Once per round save member of the unit. A medic cannot save himself. A medic who has taken damage points cannot use his ability for this salvo.

Announce the use of this ability by shouting Medic! right after the fighter is eliminated.

Specialist

Medic First Aid. Once per round save member of the unit. A medic cannot save himself. A medic who has taken damage points cannot use his ability for this salvo.

Announce the use of this ability by shouting Medic! right after the fighter is eliminated.

0-1 0-1 0-1

Standard Ranged

ZZ rifles 5 4/0 - 6/1 OR

Maser strike 5 2/0 1 4/1 Indirect fire

Special Weapons

Drum gun 4 4/0 - 8/1

Standard Ranged

ZZ rifles 5 4/0 - 6/1 OR

Maser strike 5 2/0 1 4/1 Indirect fire

Special Weapons

Grenade launcher 4 2/0 3 5/1 Indirect fire

2 2

Standard Ranged

Jungle rifle 4 4/1 - 5/1

Close Combat

Power grip 7 1/0 - 10/1

YE

TI I

NFA

NT

RY

STA

ND

AR

D U

NIT

4

FIG

HT

ER

S IN

CLU

DIN

G

0-

1 S

PE

CIA

LIS

T +

0-

1 O

FF

ICE

R

4

Specialist

Medic First Aid. Once per round save member of the unit. A medic cannot save himself. A medic who has taken damage points cannot use his ability for this salvo.

0-1

Equipment

Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.

YE

TI I

NFA

NT

RY

MA

XIM

UM

UN

IT

8 F

IGH

TE

RS

INC

LUD

ING

2

SP

EC

IAL

WE

AP

ON

S +

0-

1 S

PE

CIA

LIS

T +

0-

1 O

FF

ICE

R

8 8

Specialist

Medic First Aid. Once per round save member of the unit. A medic cannot save himself. A medic who has taken damage points cannot use his ability for this salvo.

Specialist

Medic First Aid. Once per round save member of the unit. A medic cannot save himself. A medic who has taken damage points cannot use his ability for this salvo.

0-1 0-1

Standard Ranged

Jungle rifle 4 4/1 - 5/1

Close Combat

Power grip 7 1/0 - 10/1

Special Weapons

Rocket launcher 2 3/0 - 12/2

Standard Ranged

Jungle rifle 4 4/1 - 5/1

Close Combat

Power grip 7 1/0 - 10/1

Special Weapons

Flamer [25] 1/0 4 9/1 IF, Projection

2 2

Equipment

Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment

Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.

STD 250 . 60/ MAX 500 . 60/ MAX 500 . 60/

4 F

IGH

TE

RS

2

50

E

XT

RA

FIG

HT

ER

60

8 F

IGH

TE

RS

5

00

E

XT

RA

FIG

HT

ER

60

STD 300 . 70/

4 F

IGH

TE

RS

3

00

E

XT

RA

FIG

HT

ER

70

MAX 600 . 70/ +50 MAX 600 . 70/

8 F

IGH

TE

RS

6

00

E

XT

RA

FIG

HT

ER

70

18 18 18

18 18 18

10 10 10

10 10 10

11 11 11

11 11 11

7 7 7

7 7 7

3 3 31 1 1- - -

K-

SH

OO

TE

R O

FF

ICE

R

OF

FIC

ER

RE

PL

AC

ES

A S

TAN

DA

RD

FIG

HT

ER

K-W

AR

RIO

R O

FF

ICE

R

OF

FIC

ER

RE

PL

AC

ES

A S

TAN

DA

RD

FIG

HT

ER

K-WARRIOR MENTOR

K-SHOOTER MENTOR

Standard Ranged

Mortar gun 1 4 2/0 4 7/1 Indirect fire

Mortar gun 2 4 2/0 4 7/1 Indirect fire

Close Combat

Spr power grip 1 7 1/0 - 10/2

Spr power grip 2 7 1/0 - 10/2

Standard Ranged

ZZ-gun 7 3/1 - 15/1

Concentrate Fire! Can re-roll all of the unit’s failed damage

tests once more. Announce by shouting ‘Concentrate FIre!’

Close Combat

Spr power grip 1 7 1/0 - 10/2

Spr power grip 2 7 1/0 - 10/2

Equipment & Abilities as per unit Equipment & Abilities as per unit

K-WARRIORS K-SHOOTERSK-FIGHTERS

K-

FIG

HT

ER

OF

FIC

ER

O

FF

ICE

R R

EP

LA

CE

S A

STA

ND

AR

D F

IGH

TE

R

K-FIGHTER MENTOR

Standard Ranged

Jammer 1 5 2/0 - 2+/1 Jammer

Jammer 2 5 2/0 - 2+/1 Jammer

Close Combat

Spr power grip 1 7 1/0 - 10/2

Spr power grip 2 7 1/0 - 10/2

Equipment & Abilities as per unit

Equipment & Abilities

Stability: not grounded when caught in the area of effect of an indirect fire weapon

K-armor Hoist: when in contact with a low wall, it can be redeployed anywhere in contact (replacing close combat attacks).

Equipment & Abilities

Stability: not grounded when caught in the area of effect of an indirect fire weapon

K-armor Hoist: when in contact with a low wall, it can be redeployed anywhere in contact (replacing close combat attacks).

Equipment & Abilities

Stability: not grounded when caught in the area of effect of an indirect fire weapon

K-armor Hoist: when in contact with a low wall, it can be redeployed anywhere in contact (replacing close combat attacks).

STA

ND

AR

D2

FIG

HT

ER

S

45

0

STA

ND

AR

D2

FIG

HT

ER

S

375

Standard Ranged

Mortar gun 1 4 2/0 4 7/1 Indirect fire

Mortar gun 2 4 2/0 4 7/1 Indirect fire

Close Combat

Spr power grip 1 7 1/0 - 10/2

Spr power grip 2 7 1/0 - 10/2

Standard Ranged

ZZ-gun 7 3/1 - 15/1

Concentrate Fire! Can re-roll all of the unit’s failed damage

tests once more. Announce by shouting ‘Concentrate FIre!’

Close Combat

Spr power grip 1 7 1/0 - 10/2Spr power grip 2 7 1/0 - 10/2

K-

SH

OO

TE

R IN

FAN

TR

Y S

TD

UN

IT

2 F

IGH

TE

RS

INC

LUD

ING

0-

1 O

FF

ICE

R

K-W

AR

RIO

R IN

FAN

TR

Y S

TD

UN

IT

2 F

IGH

TE

RS

INC

LUD

ING

0-

1 O

FF

ICE

R2 2

Standard Ranged

Jammer 1 5 2/0 - 2+/1 Jammer

Jammer 2 5 2/0 - 2+/1 Jammer

Close Combat

Spr power grip 1 7 1/0 - 10/2

Spr power grip 2 7 1/0 - 10/2

2

STA

ND

AR

D2

FIG

HT

ER

S

42

5

K-

FIG

HT

ER

INFA

NT

RY

ST

D U

NIT

2

FIG

HT

ER

S IN

CLU

DIN

G 0

-1

OF

FIC

ER

+10 +10 +10

STD 375STD 450STD 425

18

18

10

10

11

11

7

7

3 1 -

K-BURNER

K-

FIG

HT

ER

OF

FIC

ER

O

FF

ICE

R R

EP

LA

CE

S A

STA

ND

AR

D F

IGH

TE

R

K-BURNER MENTOR

Standard Ranged

Flamer 1 [25] 1/0 4 9/1 IF, Projection

Flamer 2 [25] 1/0 4 9/1 IF, Projection

Close Combat

Spr power grip 1 7 1/0 - 10/2

Spr power grip 2 7 1/0 - 10/2

Equipment & Abilities as per unit

Equipment & Abilities

Stability: not grounded when caught in the area of effect of an indirect fire weapon

K-armor Hoist: when in contact with a low wall, it can be redeployed anywhere in contact (replacing close combat attacks).

Standard Ranged

Flamer 1 [25] 1/0 4 9/1 IF, Projection

Flamer 2 [25] 1/0 4 9/1 IF, Projection

Close Combat

Spr power grip 1 7 1/0 - 10/2

Spr power grip 2 7 1/0 - 10/2

2

STA

ND

AR

D2

FIG

HT

ER

S

375

K-

BU

RN

ER

INFA

NT

RY

ST

D U

NIT

2

FIG

HT

ER

S IN

CLU

DIN

G 0

-1

OF

FIC

ER

+10

STD 375

AD

DIT

ION

AL

EQ

UIP

ME

NT

O

PTI

ON

S+

GR

EN

AD

ES

AD

DIT

ION

AL

EQ

UIP

ME

NT

O

PTI

ON

S+

GR

EN

AD

ES

AD

DIT

ION

AL

EQ

UIP

ME

NT

O

PTI

ON

S+

GR

EN

AD

ES

AD

DIT

ION

AL

AB

ILIT

YO

PTI

ON

S+

KA

RM

IC W

AR

RIO

R

AD

DIT

ION

AL

AB

ILIT

YO

PTI

ON

S+

KA

RM

IC W

AR

RIO

R

AD

DIT

ION

AL

AB

ILIT

YO

PTI

ON

S+

KA

RM

IC W

AR

RIO

R

AD

DIT

ION

AL

EQ

UIP

ME

NT

& A

BIL

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S

PL

AC

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ND

ER

UN

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AR

D /

NO

TE

NE

W C

OS

T O

F E

XT

RA

FIG

HT

ER

S

YE

TIS

YE

TIS

YE

TIS

YE

TIS

(NO

RO

CK

ET

LA

UN

CH

ER

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ET

IS (N

O R

OC

KE

T L

AU

NC

HE

R)

YE

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(NO

RO

CK

ET

LA

UN

CH

ER

)

AN

AK

ON

GA

SA

NA

KO

NG

AS

AN

AK

ON

GA

S

AN

Y K

AR

MA

N U

NIT

AN

Y K

AR

MA

N U

NIT

AN

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AR

MA

N U

NIT

+5

AP

PE

R F

IGH

TE

R+

5 A

P P

ER

FIG

HT

ER

+5

AP

PE

R F

IGH

TE

R

KA

PTA

RS

KA

PTA

RS

KA

PTA

RS

WE

ND

IGO

SW

EN

DIG

OS

WE

ND

IGO

S

AN

AK

ON

GA

SA

NA

KO

NG

AS

AN

AK

ON

GA

S

KA

PTA

RS

KA

PTA

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KA

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RS

WE

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IGO

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DIG

OS

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S

Ad

dit

ion

al E

qu

ipm

en

t

Gre

na

de

s 0

1/

0

1 5

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Ind

ire

ct f

ire

Ad

dit

ion

al E

qu

ipm

en

t

Gre

na

de

s 0

1/

0

1 5

/1

Ind

ire

ct f

ire

Ad

dit

ion

al E

qu

ipm

en

t

Gre

na

de

s 0

1/

0

1 5

/1

Ind

ire

ct f

ire

Ad

dit

ion

al A

bili

tyA

dd

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na

l Ab

ility

Ad

dit

ion

al A

bili

ty

Ka

rmic

Wa

rrio

r O

nc

e p

er

ga

me

, th

e u

nit

ma

y re

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ll o

r fo

rce

an

oth

er

pla

yer

to r

e-r

oll

an

y te

st t

ha

t is

ta

ken

by

the

un

it o

r a

un

it t

arg

eti

ng

it.

Th

e n

ew

re

sult

re

pla

ces

the

p

revi

ou

s o

ne.

Ka

rmic

Wa

rrio

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nc

e p

er

ga

me

, th

e u

nit

ma

y re

-ro

ll o

r fo

rce

an

oth

er

pla

yer

to r

e-r

oll

an

y te

st t

ha

t is

ta

ken

by

the

un

it o

r a

un

it t

arg

eti

ng

it.

Th

e n

ew

re

sult

re

pla

ces

the

p

revi

ou

s o

ne.

Ka

rmic

Wa

rrio

r O

nc

e p

er

ga

me

, th

e u

nit

ma

y re

-ro

ll o

r fo

rce

an

oth

er

pla

yer

to r

e-r

oll

an

y te

st t

ha

t is

ta

ken

by

the

un

it o

r a

un

it t

arg

eti

ng

it.

Th

e n

ew

re

sult

re

pla

ces

the

p

revi

ou

s o

ne.

44

4

44

4

44

4

44

4

88

8

88

8

88

8

88

8

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 7

0/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 7

0/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 7

0/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 7

0/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 7

0/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 7

0/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 6

5/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 6

5/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 6

5/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 7

0/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 7

0/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 7

0/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 7

0/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 7

0/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 7

0/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 6

5/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 6

5/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 6

5/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 7

5/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 7

5/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 7

5/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 7

5/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 7

5/

EA

CH

EX

TR

A F

IGH

TE

R A

DD

ED

NO

W 7

5/

+2

0+

20

+2

0

+4

0+

40

+4

0

+2

0+

20

+2

0

+4

0+

40

+4

0

+2

0+

20

+2

0

+4

0+

40

+4

0

+2

0+

20

+2

0

+4

0+

40

+4

0

3

3

1

1

-

-

30

30

30 30

3030

9

9

9 9

99

10

12

10 10

1212

6

6

6 6

66

DIRT TRIKE MENTOR

EASY TRIKE MENTOR

Standard Ranged

Light drumcannon 1 5 4/0 - 8/1

Light drumcannon 2 5 4/0 - 8/1

Special Attack

BBQ Attack Equivalent of running over infantry.

Standard Ranged

Light jammer 1 5 2/0 - 2+/1 Jammer

Light jammer 2 5 2/0 - 2+/1 Jammer

Special Attack

BBQ Attack Equivalent of running over infantry.

Standard Ranged

Light jammer 1 5 2/0 - 2+/1 Jammer

Light jammer 2 5 2/0 - 2+/1 Jammer

Special Attack

BBQ Attack Equivalent of running over infantry.

Standard Ranged

Light jammer 1 5 2/0 - 2+/1 Jammer

Light jammer 2 5 2/0 - 2+/1 Jammer

Special Attack

BBQ Attack Equivalent of running over infantry.

Standard Ranged

Light drumcannon 1 5 4/0 - 8/1

Light drumcannon 2 5 4/0 - 8/1

Special Attack

BBQ Attack Equivalent of running over infantry.

Standard Ranged

Light drumcannon 1 5 4/0 - 8/1

Light drumcannon 2 5 4/0 - 8/1

Special Attack

BBQ Attack Equivalent of running over infantry.

DIR

T T

RIK

E O

FF

ICE

R

OF

FIC

ER

RE

PL

AC

ES

A S

TAN

DA

RD

VE

HIC

LEE

AS

Y T

RIK

E O

FF

ICE

R

OF

FIC

ER

RE

PL

AC

ES

A S

TAN

DA

RD

VE

HIC

LE

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

3 EASY TRIKES

DIR

T T

RIK

E A

FV

MA

XIM

UM

UN

IT

3 T

RIK

ES

INC

LUD

ING

0-

1 O

FF

ICE

RE

AS

Y T

RIK

E A

FV

MA

XIM

UM

UN

IT

3 T

RIK

ES

INC

LUD

ING

0-

1 O

FF

ICE

R

3 V

EH

ICLE

S

52

5E

XT

RA

VE

HIC

LE 1

753

VE

HIC

LES

75

0E

XT

RA

VE

HIC

LE 2

50

1 3

1

DIRT TRIKE DIRT TRIKES

EASY TRIKED

IRT

TR

IKE

AF

V S

TAN

DA

RD

UN

IT

1 T

RIK

E IN

CLU

DIN

G 0

-1

OF

FIC

ER

EA

SY

TR

IKE

AF

V S

TAN

DA

RD

UN

IT

1 T

RIK

E IN

CLU

DIN

G 0

-1

OF

FIC

ER

1 V

EH

ICLE

17

5E

XT

RA

VE

HIC

LE 1

751

VE

HIC

LE

25

0E

XT

RA

VE

HIC

LE 2

50

+15

+15 MAX 750 . 250/

STD 175 . 175/ MAX 525 . 175/

STD 250 . 250/

3

3

1

1

-

-

30

30

30 30

3030

9

9

9 9

99

10

12

10 10

1212

6

6

6 6

66

JUNGLE TRIKE MENTOR

THUNDER TRIKE MENTOR

Standard Ranged

Lt. ZZ-Cannon 1 8 2/1 - 15/1

Lt. ZZ-Cannon 2 8 2/1 - 15/1

Special Attack

BBQ Attack Equivalent of running over infantry.

Standard Ranged

Lt. ZZ-Cannon 8 2/1 - 15/1

Drum cannon 5 4/0 - 8/1

Special Attack

BBQ Attack Equivalent of running over infantry.

Standard Ranged

Lt. ZZ-Cannon 8 2/1 - 15/1

Drum cannon 5 4/0 - 8/1

Special Attack

BBQ Attack Equivalent of running over infantry.

Standard Ranged

Lt. ZZ-Cannon 8 2/1 - 15/1

Drum cannon 5 4/0 - 8/1

Special Attack

BBQ Attack Equivalent of running over infantry.

Standard Ranged

Lt. ZZ-Cannon 1 8 2/1 - 15/1

Lt. ZZ-Cannon 2 8 2/1 - 15/1

Special Attack

BBQ Attack Equivalent of running over infantry.

Standard Ranged

Lt. ZZ-Cannon 1 8 2/1 - 15/1

Lt. ZZ-Cannon 2 8 2/1 - 15/1

Special Attack

BBQ Attack Equivalent of running over infantry.

DIR

T T

RIK

E O

FF

ICE

R

OF

FIC

ER

RE

PL

AC

ES

A S

TAN

DA

RD

VE

HIC

LEE

AS

Y T

RIK

E O

FF

ICE

R

OF

FIC

ER

RE

PL

AC

ES

A S

TAN

DA

RD

VE

HIC

LE

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

3 THUNDER TRIKES

DIR

T T

RIK

E A

FV

MA

XIM

UM

UN

IT

3 T

RIK

ES

INC

LUD

ING

0-

1 O

FF

ICE

RT

HU

ND

ER

TR

IKE

AF

V M

AX

IMU

M U

NIT

3

TR

IKE

S IN

CLU

DIN

G 0

-1

OF

FIC

ER

3 V

EH

ICLE

S

52

5E

XT

RA

VE

HIC

LE 1

753

VE

HIC

LES

75

0E

XT

RA

VE

HIC

LE 2

50

1 3

1

JUNGLE TRIKE JUNGLE TRIKES

THUNDER TRIKED

IRT

TR

IKE

AF

V S

TAN

DA

RD

UN

IT

1 T

RIK

E IN

CLU

DIN

G 0

-1

OF

FIC

ER

TH

UN

DE

R T

RIK

E A

FV

STA

ND

AR

D U

NIT

1

TR

IKE

INC

LUD

ING

0-

1 O

FF

ICE

R

1 V

EH

ICLE

17

5E

XT

RA

VE

HIC

LE 1

751

VE

HIC

LE

25

0E

XT

RA

VE

HIC

LE 2

50

+15

+15 MAX 750 . 250/

STD 200 . 200/ MAX 600 . 200/

STD 250 . 250/

3 33 1 11 - --

25 2525

25 2525

10 1010

10 1010

12 1212

12 1212

6 66

6 66

KING BUGGY MENTOR

THUNDER BUGGY MENTOR

JUNGLE BUGGY MENTOR

Standard Ranged

Lt. ZZ-Cannon 1 8 2/1 - 15/1

Lt. ZZ-Cannon 2 8 2/1 - 15/1

Light Flamer 1 [25] 1/0 4 9/1 IF, Projection

Light Flamer 2 [25] 1/0 4 9/1 IF, Projection

Special Attack

BBQ Attack Equivalent of running over infantry.

Standard Ranged

Lt. Drum cannon 1 5 4/0 - 8/1

Lt. Drum cannon 2 5 4/0 - 8/1

Lt. ZZ-Cannon 1 8 2/1 - 15/1

Lt. ZZ-Cannon 2 8 2/1 - 15/1

Special Attack

BBQ Attack Equivalent of running over infantry.

Standard Ranged

Lt. Drum cannon 1 5 4/0 - 8/1

Lt. Drum cannon 2 5 4/0 - 8/1

Lt. ZZ-Cannon 1 8 2/1 - 15/1

Lt. ZZ-Cannon 2 8 2/1 - 15/1

Special Attack

BBQ Attack Equivalent of running over infantry.

Standard Ranged

Lt. ZZ-Cannon 1 8 2/1 - 15/1

Lt. ZZ-Cannon 2 8 2/1 - 15/1

Light Flamer 1 [25] 1/0 4 9/1 IF, Projection

Light Flamer 2 [25] 1/0 4 9/1 IF, Projection

Special Attack

BBQ Attack Equivalent of running over infantry.

Standard Ranged

Lt. ZZ-Cannon 1 8 2/1 - 15/1

Lt. ZZ-Cannon 2 8 2/1 - 15/1

Lt. ZZ-Cannon 3 8 2/1 - 15/1

Lt. ZZ-Cannon 4 8 2/1 - 15/1

Special Attack

BBQ Attack Equivalent of running over infantry.

Standard Ranged

Lt. ZZ-Cannon 1 8 2/1 - 15/1

Lt. ZZ-Cannon 2 8 2/1 - 15/1

Lt. ZZ-Cannon 3 8 2/1 - 15/1

Lt. ZZ-Cannon 4 8 2/1 - 15/1

Special Attack

BBQ Attack Equivalent of running over infantry.

KIN

G B

UG

GY

OF

FIC

ER

O

FF

ICE

R R

EP

LA

CE

S A

STA

ND

AR

D V

EH

ICLE

KIN

G B

UG

GY

OF

FIC

ER

O

FF

ICE

R R

EP

LA

CE

S A

STA

ND

AR

D V

EH

ICLE

JU

NG

LE B

UG

GY

OF

FIC

ER

O

FF

ICE

R R

EP

LA

CE

S A

STA

ND

AR

D V

EH

ICLE

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

1 11 KING BUGGY THUNDER BUGGYJUNGLE BUGGYK

ING

BU

GG

Y S

TAN

DA

RD

UN

IT

1 B

UG

GY

INC

LUD

ING

0-

1 O

FF

ICE

R

KIN

G B

UG

GY

STA

ND

AR

D U

NIT

1

BU

GG

Y IN

CLU

DIN

G 0

-1

OF

FIC

ER

JU

NG

LE B

UG

GY

STA

ND

AR

D U

NIT

1

BU

GG

Y IN

CLU

DIN

G 0

-1

OF

FIC

ER

1 V

EH

ICLE

4

00

1 V

EH

ICLE

4

25

1 V

EH

ICLE

5

25

+15 +15 +15

STD 400 STD 425STD 525

4 3 2

25

25

11

11

16

16

6

6

0 - 17 0

-13 25 10 14 6 4

25 10 14 6 4

KING MAMMOTH GURU

Standard Ranged

Hvy. ZZ-Cannon 8 4/1 - 17/1

Lt. Flamer 1 [25] 1/0 4 9/1 IF, ProjectionLt. Flamer 2 [25] 1/0 4 9/1 IF, ProjectionLt. Flamer 3 [25] 1/0 4 9/1 IF, ProjectionLt. Flamer 4 [25] 1/0 4 9/1 IF, Projection

Special Attack

BBQ Attack Equivalent of running over infantry.Curtain of Flames If Lt. Flamers not shot at end of move, units in shooting arc or hidden partially cannot see vehicle.

Standard Ranged

Hvy. ZZ-Cannon 8 4/1 - 17/1

Lt. Flamer 1 [25] 1/0 4 9/1 IF, ProjectionLt. Flamer 2 [25] 1/0 4 9/1 IF, ProjectionLt. Flamer 3 [25] 1/0 4 9/1 IF, ProjectionLt. Flamer 4 [25] 1/0 4 9/1 IF, Projection

Special Attack

BBQ Attack Equivalent of running over infantry.Curtain of Flames If Lt. Flamers not shot at end of move, units in shooting arc or hidden partially cannot see vehicle.

KIN

G M

AM

MO

TH

OF

FIC

ER

O

FF

ICE

R R

EP

LA

CE

S A

STA

ND

AR

D V

EH

ICLE

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment & Abilities

Vehicle Variable altitude; limited shooting arc.Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

DIR

T K

ON

GA

RO

O V

EH

ICLE

OF

FIC

ER

O

FF

ICE

R R

EP

LA

CE

S A

STA

ND

AR

D F

IGH

TE

R

Standard Ranged

Lt. Drum cannon 1 5 4/0 - 8/1

Lt. Drum cannon 2 5 4/0 - 8/1

Standard Ranged

Lt. Drum cannon 1 5 4/0 - 8/1

Lt. Drum cannon 2 5 4/0 - 8/1

DIRT KONGAROO MENTOR

DIRT KONGAROO

Abilities & Equipment

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

Vehicle Variable altitude; limited shooting arc (front 180º).

Abilities & Equipment

Antigrav Rocket Jump: can jump over miniatures and terrain elements during movement.

Vehicle Variable altitude; limited shooting arc (front 180º).

BUNKER

ROOF

STRUCTURE

1 KING MAMMOTH

KIN

G M

AM

MO

TH

STA

ND

AR

D U

NIT

1

BU

GG

Y IN

CLU

DIN

G 0

-1

OF

FIC

ER

1 V

EH

ICLE

6

75

DIR

T K

ON

GA

RO

O V

EH

ICLE

ST

D U

NIT

1

CA

ME

L IN

CLU

DIN

G 0

-1

OF

FIC

ER

1 V

EH

ICLE

2

25

1

Only fighters of Size 2 or smaller can enter a bunker.

A unit in a bunker cannot be issued the Take Cover! drill.

Each bunker has a single access to the rear. The loophole allows a unit to shoot, but not fight in close combat.

Abilities

Improved Cover A unit in a bunker gets 3+ cover tests. This also applies to artillery strikes and indirect fire weapons, except Projection weapons.

Secured A bunker cannot be Sabotaged.

Damage

If the general structure of a bunker is destroyed, the whole bunker is destroyed. If the roof is destroyed, Improved Cover and Secured rules no longer apply and bunker weapons are destroyed.

Damage Location: 1-2 Roof; 3-5 General; 6 Weapon chosen by player, or roof if bunker is not armed.

+45

STD 675

+15

STD 225

18

18

8

8

6

6

6

6 18

18

8

8

6

6

6

6

KA

RM

AN

SU

PP

OR

T T

EA

MS

A

SU

PP

OR

T T

EA

M M

AY

FIL

L A

N ‘I

NFA

NT

RY

’ SLO

TC

ON

SID

ER

ED

RA

NK

3 U

NIT

S F

OR

MO

RA

LE (

TE

ST

WH

EN

1 F

IGH

TE

R L

EF

T)

ANAKONGA DRUM TEAM KAPTAR SNIPER TEAM

KAPTAR ZZ TEAMANAKONGA FLAMER TEAMA

NA

KO

NG

A D

RU

M S

UP

PO

RT

TE

AM

2 F

IGH

TE

RS

WIT

H 2

DR

UM

GU

NS

KA

PTA

R S

NIP

ER

SU

PP

OR

T T

EA

M2

FIG

HT

ER

S W

ITH

2 S

NIP

ER

GU

NS

AN

AK

ON

GA

FL

AM

ER

SU

PP

OR

T T

EA

M2

FIG

HT

ER

S W

ITH

2 F

LA

ME

RS

KA

PTA

R Z

Z S

UP

PO

RT

TE

AM

2 F

IGH

TE

RS

WIT

H 2

ZZ

-G

UN

S

2

2

Equipment

Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment

Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.

Standard Ranged

Drum pistol 1 6/0 - 5/1

Close Combat

Power grip 6 1/0 - 10/1

Special Weapons

Drum gun 3 4/0 - 8/1

Standard Ranged

Drum pistol 1 6/0 - 5/1

Close Combat

Power grip 6 1/0 - 10/1

Special Weapons

Flamer [25] 1/0 4 9/1 Indirect fire Projection

2

2

2

2

Standard Ranged

ZZ rifles 4 4/0 - 6/1

Close Combat

Power grip 6 1/0 - 10/1

Special Weapons

ZZ-gun 6 2/1 - 15/1

Standard Ranged

ZZ rifles 4 4/0 - 6/1

Close Combat

Power grip 6 1/0 - 10/1

Special Weapons

Sniper gun 9 2/0 - 9/1 Sniper

2

2

2 F

IGH

TE

RS

12

5

EX

TR

A F

IGH

TE

R 6

5

2 F

IGH

TE

RS

10

0

EX

TR

A F

IGH

TE

R 5

5

2 F

IGH

TE

RS

15

0

EX

TR

A F

IGH

TE

R 7

5

2 F

IGH

TE

RS

15

0

EX

TR

A F

IGH

TE

R 7

5

SUPPORT TEAM

SUPPORT TEAM

SUPPORT TEAM

SUPPORT TEAM

STD 125 . 65/

STD 150 . 75/ STD 150 . 75/

STD 100 . 55/

18

18

9

9

7

7

7

7 18

18

9

9

7

7

7

7

KA

RM

AN

SU

PP

OR

T T

EA

MS

A

SU

PP

OR

T T

EA

M M

AY

FIL

L A

N ‘I

NFA

NT

RY

’ SLO

TC

ON

SID

ER

ED

RA

NK

3 U

NIT

S F

OR

MO

RA

LE (

TE

ST

WH

EN

1 F

IGH

TE

R L

EF

T)

WENDIGO DRUM TEAM YETI FLAMER TEAM

WENDIGO GRENADE TEAM YETI ROCKET TEAMW

EN

DIG

O D

RU

M S

UP

PO

RT

TE

AM

2 F

IGH

TE

RS

WIT

H 2

DR

UM

GU

NS

YE

TI F

LA

ME

R S

UP

PO

RT

TE

AM

2 F

IGH

TE

RS

WIT

H 2

FL

AM

ER

S

WE

ND

IGO

GR

EN

AD

E S

UP

PO

RT

TE

AM

2 F

IGH

TE

RS

WIT

H 2

FL

AM

ER

S

YE

TI R

OC

KE

T S

UP

PO

RT

TE

AM

2 F

IGH

TE

RS

WIT

H 2

RO

CK

ET

LA

UN

CH

ER

S

2

2

Standard Ranged

ZZ rifles 5 4/0 - 6/1 OR

Maser strike 5 2/0 1 4/1 Indirect fire

Special Weapons

Drum gun 4 4/0 - 8/1

Standard Ranged

ZZ rifles 5 4/0 - 6/1 OR

Maser strike 5 2/0 1 4/1 Indirect fire

Special Weapons

Grenade launcher 4 2/0 3 5/1 Indirect fire

2

2

2

2

Standard Ranged

Jungle rifle 4 4/1 - 5/1

Close Combat

Power grip 7 1/0 - 10/1

Special Weapons

Rocket launcher 2 3/0 - 12/2

Standard Ranged

Jungle rifle 4 4/1 - 5/1

Close Combat

Power grip 7 1/0 - 10/1

Special Weapons

Flamer [25] 1/0 4 9/1 IF, Projection

2

2

Equipment

Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.

Equipment

Jetpack Rocket Jump: can jump over miniatures and terrain elements during movement.

2 F

IGH

TE

RS

15

0

EX

TR

A F

IGH

TE

R 7

0

2 F

IGH

TE

RS

15

0

EX

TR

A F

IGH

TE

R 8

0

2 F

IGH

TE

RS

12

5

EX

TR

A F

IGH

TE

R 7

0

2 F

IGH

TE

RS

2

25

E

XT

RA

FIG

HT

ER

10

5

SUPPORT TEAM

SUPPORT TEAM

SUPPORT TEAM

SUPPORT TEAM

STD 150 . 70/

STD 125 . 70/ STD 225 . 105/

STD 150 . 80/